Added more Ability Slots for more Skills. Total Abilities a sackbot can hold in its menu is now 18.
10 Slots increased... Alot... I have space now to give each Job more Abilities and Spells as players level up. Right now just focusing on releasing 1 Region and 1 Job.

First it was 4 then 8 then 12 and now its 18.

Thunder based Weapon Skill for Samuarai has been created. Animation Size Adjustment ongoing.

Ability placement for all Abilitys will either go adjustments now or later.

Will appear in near every level. Crystal is for Levels and Bag for your equipment.
As you level up you gain your levels. Only thing is you need toget your sticker from the Crystal if you want to finish.

New Samuarai Ability

Tachi: Thunder

Exp Chain System giving me some bugs but its near done.

Level Up Stats from lv1~10 are complete for all 4 sackbots.

NEW!!!

Extra Ability Slots

Old:

New:

Ton more slot options for me to add more skills in. Mainly role and damage based actions more aimed for leveling from lv1~99. Main goal is to launch 1 Region and 1 Job and 1 City. I think it will be Bastok, then Windurst then Sandoria in that order cus of the complex of the sackbots and the currect progress of citys/areas and enemies.

Testing of Item bag are still ongoing but progress is going good.
I have glitches with Selecting new Weapons and Messages when choosing New Items.

Chain Exp Logic still ongoing but having some logic bugs with that also and ways to program it so it doesn't mess up.

Have Created a method in which players will need to seek Enemies in there above there own level range. You lose 50pts if your 5 levels ahead of the enemy. You gain no points if your 10 levels above.

lv5 Weapon stats have been made. There is Point/Level requirements when unlocking weapons to use.

So far have lv1/lv5 Weapon Logic done but I am going to have to add in logic in some of it cus they need to support the lv10+ Weapon Skills I am adding in.

Will be removing Logic for Upper Menu Support because its pretty useless and the new Menu System is more down then before. Will be removing this logic as soon as all Sackbots are completed. It also was sorta buggy and will open up more memory space in doing so.

Have gotten large amount of feedback on...

"Older Quest Item Display"
"Quests"
"Battle System"

I have completed Bastok in every way but also will need to redo it for Quests and Objects (Like Trees) and Quests/Cutscenes and Storyline and Item Display during Quests.

Bastok Makeover will be quite a large task but hopefully will be completed in the roads ahead. Will be trying to Emite Less Complex Item Display and try to add in better cutscenes. (SEEKING HELP)

Creation of outside areas are ongoing and at even rates.
Creation of some future stuff has been done. Trees, Logic etc.
Logic for Grand Companies Menu's have been completed but syncing it in is still ongoing.
Tweeks of Weapon Movements have been done. Bugs have been fixed.
I have been getting info about my Sackbot Logic. I am going to have to redo some of my Logic but not right now. The new Logic will let me have 2~3 players of the same Job.
Exp Chains are near completed and been redone due to bugs.
Textures have been created to suit many levels.

Looks like I'm going to have to push release date near end of March or sooner.

These Stickers are KEYS into Spectal Boss fights to gain players really nice rewards.
WARNING THESE BATTLES WILL LOCK YOU TO THERE LEVEL. Copper Beastmen Seal will lock you into a battle where your Stuck as lv10.

Level Designs and debugging Logic Main and Creating Enemies. I finished debuging alot of Logic for Equipment Select. I Will be doing Level Up Stickers & Debugging for Level Giver.
Exp Skillchains I just finished & I lowered the Chain rewards cus players were leveling way to fast. Also theres a Question on how tough I want this game to be... which is still ongoing.

Been getting side tracked right now with other games but I will contune with this project when these games are done with.

Im also considering in adding the follow to my game.
Magic Casting and Combo Link Magic actions.
Click on Fire... (Starts Casting spell) Once Counter at Max: Emite Fire
(Will be Removing Auto-Attack from Blackmage & Whitemage) There Weapons will boost there Magic Attacks and give them MP Boost)
Also considering delaying release again and holding back the game a bit until I think its ready. Theres still alot of Testing and creation to do.
Plans to revamp Magic for Combos and Spell Casting and tweek illnesses and revamp the Logic inside the sackbots to make them somewhat wireless.

When unlocking a new spell you also aloud to combo the next tier. When using a Combo it will not Cost MP.
Tier1 Fire- Combo Trigger! Flame Spells will glow, Click again= Fira!

You can only unlock a Combo spell if you reached a level where you get next tier of that Element.
Fire lv10, Fira lv20

Chances of Combos
Combos is totally random but its pretty much 50% at every Spell but tier7. Its 1/2 of tier1, 1/2 tier2, tier3 1/2, tier4 1/2, tier5 1/2, tier6 1/2, tier7 1/1
Toget to tier7 its 1/7 chance everytime you cast a Spell.

Blackmages will be casting Spells very often now and will become a favorite Job to play for most people.

I have to add some kinda MP cost...
tier1 Spells will cost 1/4 of the MP. Only MP Cost will be on Tier1 Spells.

Player Weapon Guide

(What should players get for a Blackmage Weapon...? Something with Speeding MP healing, Something with Healing MP within the battle faster, Something that decreases your hate overtime, Something to boost Combos chances) More combos=more damage

Magic Combo Timers will be 10secs/1min. If they aren't triggered it will reset to 0.

Ideas for Summoner!

Have least 3~6 ready
Menu Name Also Triggers the Pets Actions for Combos
Summoning a Pet takes 6-15secs casting time
Each Summon has 5 Abilities to combo with
Can only have 1 Summon out at once
Have Dismiss Action & Attack Action Menus
Dissmiss makes the summon fallback to you. Double clicking removes the summon)
Attack, Summon attacks nearest target and randomly selects Abilitys
Summoning a Summon takes all 9/10 of your MP
Tier1 Summon attacks cost 4MP
Summoners have low HP. Same as Blackmage
Summoners will have there own Weapons.
Will we be able to summon the ifrit in the ifrit image you already showed us? Nope thats FF14 Ifrit and is quite large. The Boss is quite hard. A smaller and FF11 ifrit will be for Summoners.
When to expect Summoner to come? Really hard to say due to the fact that might be after the LBP Vita release once I feel Updates are getting to be enough for players.
Is there be Summon Fights...? Yes but in unlocking these Abilities you need to do the Quest line "Evoker Trials" This is a quest that keeps growing with Each new Summon added and rewards Summoners with Weapons. Each Summon is based around a level to unlock them. Ifrit is lv20 so basically for you toget him you need to do Evoker Ifrit Quest toget yourself with a Ifrit Summoning Staff which willl let you summon ifrit and give you credit. Once you reach high 70's New weapons will open up letting you summon all summons but there will be bonuses to these weapons such as MP Bonuses, Combo Summon Bonuses, Pet Auto-Heal Bonus, Pet Damage Bonuses and so on. Toget these weapons will be somewhat linked into the Summoning Circle of Quests given to you at every few levels.

Level Design and Building for Gustaberg Region
Title Menu...New Game~ Nation Selection Menu
Debuging BattleSystem
Redoing Magic System for Blackmage (Adding in Combo Magic)
Removing Auto-Attack and Melee Attack from Blackmages
Adding in 7 tier Magic Casting System
Creation of Special Field Enemies

Few Images of what I been working on now and in the past...

Special Item

Copper Beastmen Seal (For "Wings of Fury" (Chest Boss Fight)

New Image of Spellcasting (Working progress)

QUESTION!

Do You want each Nation (3 Nations) to have there Intro? Simple Intro of Why your there and whats going on and mention of HELP
"Note" These would have to be Movie Levels.
Or Just throw you into City Level?

New Game=Nation=Cutscene=City Level=WorldMap=First Field Level?

Job Tuterial Level would be on the Worldmap (Not Made Yet)
Cutscene Replay Would also be on the Worldmap (Can be Added in Easy)
Crafting Room/Tuterial Would be also on Worldmap (Crafting System still in working progress)
Advanced Game Tuterial Would be on Worldmap (Not Made yet)

No kidding... this looks absolutely epic, and the amount of data is just... huge! Any ETA on a beta/demo release?

Trying for the end of March for Update1a. If not we will see... I dont think I will be able to cus still alot of extra stuff I need to add in before gameplay is smooth.
My goals were way to extreme for a major release... I'm Sorry.
Update1 will be a 3 Parter Update to the game since creating each part is major work.

I think it looks interesting, even if the sword does pop out a bit too much. I think this would be an interesting art direction to take, but I fear too many changes will greatly delay your game from coming out.

But it may be well worth it in the end. Ultimately, I think you will just have to ask yourself: what you want players to experience in your game? Atmosphere plays a great part in the role playing experience, and the graphics are an important part of producing that atmosphere. The good thing with this, is that it will give your games art a more united feel than when you used Sackbots, since it kinda feels like mix and match right now. It will also save you a lot of thermo space--which is a huge plus for large rpgs like this one.

The bad things I see ( besides time constraints) is well nothing lol Its going to take a ton of time to do those animations--and I am not sure if it will be entirely better than not having it like you already have now. So, really, it just depends on what you want players to experience and how you want them to perceive your game.

I think it looks interesting, even if the sword does pop out a bit too much. I think this would be an interesting art direction to take, but I fear too many changes will greatly delay your game from coming out.

But it may be well worth it in the end. Ultimately, I think you will just have to ask yourself: what you want players to experience in your game? Atmosphere plays a great part in the role playing experience, and the graphics are an important part of producing that atmosphere. The good thing with this, is that it will give your games art a more united feel than when you used Sackbots, since it kinda feels like mix and match right now. It will also save you a lot of thermo space--which is a huge plus for large rpgs like this one.

The bad things I see ( besides time constraints) is well nothing lol Its going to take a ton of time to do those animations--and I am not sure if it will be entirely better than not having it like you already have now. So, really, it just depends on what you want players to experience and how you want them to perceive your game.

I dont think its gonna happen. I would have to do quite alot to those images to make them POP in color better. Right now using sackbots and its going great so far. I really dont wanna delay the game just for this. Right now need to release content like crazy to keep players busy and happy. "Update1a" Gonna be a nice Update toget stuff started off.

Currect Tasks...
Right now im running into a bug with my Enimity/hate System, Monster facing Direction logic and Fighting Logic. These were not problems before I change the same logic a bit to change to monster to Agrressive to None-Agressive. Also found a Tag bug and have a TP bug on the enemy which is still unknown why its happening.

Making Bastok Market better to more like Windurst Woods. So far made some 3D moving backround objectives, Made more layer space by using Sticker Panel and currectly change houses a bit and adding in Goldsmithing Guild. Also made few changes to other things to save memory and look better. Removed older Equipment/Weapons/Objects I used before in the shops and putting Sticker Panel ones. Also will be making some body Equipment to be shown in the Shops.

I have currectly dropped support from the Image/Frame display for actions and movements. Mainly because there needs to be more focus for other things in the game. May come back in the future to do this but not until there content.

I have made a NEW ICON system which will be placed on ALL of my Weapon,Level,Quest,Craft,Special,Monster Popitem Stickers.

This ICON system will be placed on Every Sticker to let players KNOW what the item can be used for.
Right now fixed all bugs of the Monster Logic with Agressive and None Agressive Enemies.
EXP CHAIN SYSTEM & EXP Gain will stop every 5 Levels you are above the Enemy.
EXP Gain will be -50% EXP every 3 Levels.
Going to be Increasing EXP gain for Enemies 5+ more Levels above the player. Giving the player a Bonus 120EXP to a Total of... 220~320EXP a kill.

Level 1 Wasp nearly done
Will start setting stats for Wasp lv6 as soon as Random Item reward system is done. Doing final tweeks to Item Icons and Items and fixing Randomizer and doing tests.